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After Inc: Revival News

After Inc: Revival Demo - Update - 0.5.14.15

[p]Hi everyone! Small update to bring across improvements from After Inc: Revival, and some important backend systems into the demo.[/p][p][/p][h3]Changelog[/h3]
  • [p]Added Escape Hatch[/p]
  • [p]Added Right-Click Context Menu[/p]
  • [p]All bug fixes, quality of life and balance changes from After Inc: Revival so far![/p]
  • [p]Updated Unity Version[/p]
[p][/p][p]Ndemic Creations[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Update 7: Community Feedback Update #1

[p]This is an update that seeks to hit a lot of the community feedback on topics including Impatience, Morale, Authority and the recent Fighter Exploration/Claiming bug fix. Thanks for all your feedback - we're keen to make After Inc. the best game it can be, and your feedback is essential.[/p][h2]
Changelog
[/h2][h3]Balance Changes[/h3]
  • [p]Impatience: We have made a number of changes here to give players more tools to deal with it as well as making it less punishing on lower difficulties.  As part of our work here, we also discovered a subtle bug that made it harder to deal with impatience than intended - fixing this also has a big impact in the newest update.[/p]
    • [p]Impatience now impacts authority less as your authority gets closer to zero (amount depends on difficulty)[/p]
    • [p]Celebrations give more patience - particularly if your patience is causing problems (below 0)[/p]
    • [p]Festivals give more patience - particularly if your patience is causing problems (below 0)[/p]
    • [p]Added indicators to show when patience being gained[/p]
    • [p]Fixed significant bug where festivals and celebrations only increased patience if your people were not already impatient[/p]
  • [p]Fighters Explore and Claim: As we said in the last changelog, we had to fix the bug in order to assess the state of the game. Fighters with Pathfinders reward now claim / explore faster and randomness has been reduced. Their intelligence and ability to collaborate has also been improved significantly.[/p]
    • [p]Smaller Areas will take less time than larger ones to explore / claim[/p]
    • [p]Moving Fighters whilst they are claiming / exploring will no longer fully reset explore / claim progress (but it will still reduce it slightly)[/p]
    • [p]Fighters will now be more intelligent when exploring an Area - they will focus on reducing cost on one Area rather than splitting attention between multiple Areas.[/p]
    • [p]Fighters will typically try to explore the smallest adjacent Area unless another Area would be quicker to see cost reduction (because of historical progress)[/p]
    • [p]Manually exploring an Area will allow soldiers to partially transfer their exploration progress to a neighbour (if available)[/p]
    • [p]Multiple Fighters can help to explore a specific Area[/p]
  • [p]Settler's demands/ morale and abandoning settlement:[/p]
    • [p]Settlers are now less likely to leave your settlement if they are missing non-essential amenities[/p]
    • [p]Settlers are now less likely to leave your settlement if there are lots of zombies around[/p]
    • [p]Settlers are now less likely to leave your settlement if it’s dangerous outside[/p]
  • [p]Festivals: Reduced ongoing consumption of Amenities[/p]
  • [p]Festivals: Increased growth speed at higher settlement sizes[/p]
  • [p]Festivals: Improved text description[/p]
[p]
These are all impactful changes and as always, we will be monitoring how they go and making adjustments as needed.[/p][h3]New Features[/h3]
  • [p]Added 5 new Region outlines to expeditions - significantly increasing variation.[/p]
  • [p]New Expedition modifier: Impatient Population (experience Impatience as it was on launch!)[/p]
[h3]Bug Fixes [/h3]
  • [p]Fixed an issue where negative map modifiers would reduce goal patience[/p]
  • [p]Updated Unity Version[/p]
[p][/p][p]Be sure to keep providing your feedback in the Steam Forums, on Discord, and on our Reddit![/p]

Update 6 - Patch Notes 2

[p]A few balance adjustments following Update 6.[/p][p][/p][h3]Changelog[/h3]
  • [p]Raised score thresholds on Cracked Earth, Unsettling Echo, Uncertain Ground, Homing Call, Hidden Dangers, and Forgotten Shadows[/p]
  • [p]Lowered score thresholds on Resolute Bastion[/p]
  • [p]Paused Patience during the evacuation sequences in Cracked Earth and Forgotten Shadows[/p]
  • [p]Reduced Authority loss from low Morale on Casual[/p]
  • [p]Fixed an issue with the Pathfinders reward scaling from the Pioneers option in the Keeping Settlement Safe decision. The Pioneers option impact is now limited to the current game, and has a greater impact.[/p]
  • [p]Fixed an issue where the Low Water Table map modifier did not scale higher tier Well costs correctly[/p]
  • [p]General stability updates[/p]
[p]
Be sure to raise any issues you have in the Steam Forums or on Discord![/p]

Update 6 - Patch Notes

[p]Balance updates and a few fixes for issues raised in Update 6.[/p][p][/p][h3]Changelog[/h3]
  • [p]Raised score thresholds on Cracked Earth, Unsettling Echo, Uncertain Ground, and Hidden Dangers[/p]
  • [p]Lowered score thresholds on Resolute Bastion[/p]
  • [p]Reduced Drought severity in Cracked Earth on Casual[/p]
  • [p]Fixed an incorrect bridge connection in Fool's Hope[/p]
  • [p]Fixed an issue where Outpost placement could be skipped in Forgotten Shadows[/p]
  • [p]Fixed an issue where the remaining count text in Celebration Bubble objectives would not update[/p]
  • [p]Updated the Outpost Reward to allow multiple Outposts, scaling in cost[/p]
[p]
Be sure to raise any issues you have in the Steam Forums or on Discord![/p]

Update 6: Shadows of the Past

[p][/p][p]A faint radio signal from a long forgotten facility could save the future of civilization. But to get there, brave Survivors will have to venture deep into the deadly heart of the old world.[/p][p]The Settlers will need to develop new technologies, fight back a growing zombie threat and expand civilization to secure their fate…[/p][p]It's an all new, major expansion for the game![/p][p][/p][h2]New Campaign[/h2][p][/p][p]Establish Settlements across 10 new levels and discover what lies deep in the shadows of the old world.[/p][p][/p][h2]New Buildings: Outposts, Logistics Posts & Forts[/h2][p][/p][p]Construct Outposts to assist with production and combat, then specialise them further into Logistics Posts or Forts.[/p][p][/p][h2]Infested Borders[/h2][p][/p][p]Fight back against distant infestations plaguing the region. Zombies will be continually drawn towards your Settlements![/p][p][/p][h2]New Population & Technology[/h2][p][/p][p]Expand your Settlements even further with new services and higher level production buildings.[/p][p][/p][h2]Changelog[/h2]
  • [p]New Campaign: Discover a forgotten research lab amidst the ruins in 10 new Levels[/p]
  • [p]Infested Borders: Fight back against distant infestations plaguing the region[/p]
  • [p]Expanded Civilization: Use Outposts to boost your settlement as well as new buildings, Population and Tech Levels[/p]
[p]Additions[/p]
  • [p]Added Shadows of the Past Campaign (10 new levels)[/p]
  • [p]New Buildings - Upgradable Outpost: Benefit from improved resource production and combat strength, further specialise the Outpost with Logistics or Fort upgrades[/p]
  • [p]Infested Borders: Zombies will be continually drawn towards your Settlements![/p]
  • [p]New Rewards: All new rewards from the Shadows of the Past Campaign[/p]
  • [p]New Population & Technology Levels: Upgrade to Population 14 and Technology 7[/p]
  • [p]Added Ingenuity Soundtrack to campaign rotation[/p]
[p]Balance Changes[/p]
  • [p]Buildings built further from the Settlement now cost slightly more Stamina[/p]
  • [p]Herb Gardens now require Stone to build from Level 3[/p]
  • [p]Lumberyards now require Stone to Build from Level 6[/p]
  • [p]Deer, Cow, and Sheep Material buildings now require Wood to build[/p]
  • [p]Stone Quarries cost more Wood and less Stamina to build[/p]
  • [p]High-level production buildings cost increasing amounts of Wood and Stone[/p]
  • [p]Festivals now improve Celebration Chance[/p]
  • [p]Celebrations now increase Final Score[/p]
  • [p]Escape Hatch mode no longer reduces Final Score[/p]
[p]Quality of Life[/p]
  • [p]Disable Tips: You can now disable Tip Popups in game settings. Let us know how you find this feature and if there are other popups we should be labelling as Tips![/p]
  • [p]When Areas are under attack, building health bars become larger[/p]
[p]Bug Fixes [/p]
  • [p]Fixed a rare issue where the Context Menu would not correctly update initial priorities [/p]
  • [p]Fixed an issue where the "Maintain X Resource" objective would complete when you loaded the game[/p]
  • [p]Stability improvements[/p]
[p][/p][h2]What's Next?[/h2][p]We've got lots more coming soon for After Inc: Revival. Check out our Roadmap! [/p][p][/p][p]But also be sure to let us know what you'd like to see in the forums, on discord, and on our reddit.[/p][p]
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